using System;
using System.Collections.Generic;
namespace BaseGames.AI
{
/// fluent builder:声明层的唯一入口。构建出不可变 AiGraph。
public sealed class BrainBuilder
{
readonly Dictionary _states = new Dictionary();
readonly List _globals = new List();
string _entry;
public BrainBuilder Entry(string stateName)
{
_entry = stateName;
return this;
}
///
/// 取一个状态,不存在则新建(宽松)。**只用于给别人已声明的态挂转换**。
/// 要声明一个态的行为(OnEnter/Tick/OnExit)请用 DeclareState()——它会挡住重名覆盖。
///
public StateBuilder State(string name)
{
if (!_states.TryGetValue(name, out var s))
{
s = new AiState(name);
_states[name] = s;
}
return new StateBuilder(s);
}
public GlobalBuilder Global() => new GlobalBuilder(this);
///
/// 要求状态已被声明(含行为回调)。模块给"别人声明的态"挂边前调用。
/// 未声明即抛——否则 State() 会静默新建一个空态,敌人杵着不动且无任何报错。
///
public void RequireState(string name)
{
if (!_states.ContainsKey(name))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{name}' 尚未声明。请先声明它的行为(AiStateFragments.* 或 State(name)),再挂转换。");
}
///
/// 首次声明一个状态。名字已存在即抛——防止两个独立模块取了同名状态时,
/// 后者的 OnEnter/Tick/OnExit 静默覆盖前者(敌人跑错行为且零报错)。
/// 只有"首次声明行为"的调用点用它;给已声明的态挂边仍用 State()。
///
public StateBuilder DeclareState(string name)
{
if (_states.ContainsKey(name))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{name}' 已被声明过。两个模块取了同名状态会互相覆盖回调——" +
"请给其中一个换个不冲突的名字。");
return State(name);
}
internal void AddGlobal(Transition t) => _globals.Add(t);
///
/// 构建**完整**图。除了引用完整性,还校验「非终态必须有出口」。
/// 生产的两个装配点(AiScript.GetOrBuildGraph / AiRecipeSO)都走这里,
/// 将来新增的入口默认即受保护——这正是校验放在 Build() 而非各入口的理由。
///
public AiGraph Build() => BuildInternal(checkDeadEnds: true);
///
/// 构建**部分**图:跳过「非终态必须有出口」校验,其余校验照旧。
/// 单个模块(IUnawareModule / IEngagementModule)按设计只声明自己的态,
/// 升级边由 PerceptionSkeleton 事后挂上——单独构建时的死角是正常中间态,不是缺陷。
/// 仅用于隔离验证单个模块或片段;装配真实敌人图一律用 。
///
public AiGraph BuildPartial() => BuildInternal(checkDeadEnds: false);
AiGraph BuildInternal(bool checkDeadEnds)
{
if (string.IsNullOrEmpty(_entry))
throw new InvalidOperationException("BrainBuilder: 未设置 Entry 状态。");
if (!_states.ContainsKey(_entry))
throw new InvalidOperationException($"BrainBuilder: Entry 状态 '{_entry}' 未声明。");
foreach (var s in _states.Values)
foreach (var t in s.Transitions)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{s.Name}' 的转换指向未声明状态 '{t.Target}'。");
foreach (var t in _globals)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 全局转换指向未声明状态 '{t.Target}'。");
if (checkDeadEnds)
{
foreach (var s in _states.Values)
if (!s.IsTerminal && !HasEscape(s))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{s.Name}' 不是终态,却没有任何指向其他状态的出边。" +
"进入后会永久停在这里,且全程零报错。请给它挂出边;" +
"若「进去就不出来」本就是设计意图(如死亡态)," +
"请用 AiStateFragments.Terminal() 声明,或对已有 builder 调 .Terminal() 标记;" +
"若这是隔离测试单个模块的部分图,请改用 BuildPartial()。");
}
return new AiGraph(_entry, _states, _globals);
}
///
/// 该状态是否有真正的出口。两点刻意的判定:
/// 1. 自转换不算——AiRuntime.Switch 对 Target == 当前态直接 return false,出不去;
/// 2. 全局转换不算——全局事件边要外部推信号才触发,不是自主出口。把它算作出口,
/// 等于让「只有死了才出得去」的死角通过校验,而那正是本校验要暴露的东西。
///
static bool HasEscape(AiState s)
{
var ts = s.Transitions;
for (int i = 0; i < ts.Count; i++)
if (ts[i].Target != s.Name) return true;
return false;
}
public sealed class StateBuilder
{
readonly AiState _state;
internal StateBuilder(AiState state) { _state = state; }
public StateBuilder OnEnter(Action fn) { _state.OnEnter = fn; return this; }
public StateBuilder Tick(Action fn) { _state.OnTick = (c, _) => fn(c); return this; }
public StateBuilder Tick(Action fn) { _state.OnTick = fn; return this; }
public StateBuilder OnExit(Action fn) { _state.OnExit = fn; return this; }
///
/// 标记为终态:声明"进入后不再离开"是设计意图。
/// Build() 会对非终态且无出口的态抛异常,本标记是唯一的豁免方式——
/// 用它而不是随手挂一条永假的边,意图才留在代码里。
///
public StateBuilder Terminal() { _state.IsTerminal = true; return this; }
public TransitionBuilder To(string target) => new TransitionBuilder(this, _state, target);
}
public sealed class TransitionBuilder
{
readonly StateBuilder _stateBuilder;
readonly AiState _state;
readonly string _target;
internal TransitionBuilder(StateBuilder sb, AiState state, string target)
{ _stateBuilder = sb; _state = state; _target = target; }
///
/// 条件转换。label 为可读标签(用于 Mermaid 边 / trace 触发原因),
/// C# 9 环境下需显式传入;不传则回退为 "cond"。
///
public StateBuilder When(Func cond, string label = null)
{
_state.AddTransition(Transition.OnCondition(_target, cond, label ?? "cond"));
return _stateBuilder;
}
/// 事件转换。
public StateBuilder OnEvent(AiSignal evt)
{
_state.AddTransition(Transition.OnEvent(_target, evt));
return _stateBuilder;
}
/// 在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。
public StateBuilder After(float seconds)
{
_state.AddTransition(Transition.OnCondition(
_target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s"));
return _stateBuilder;
}
}
public sealed class GlobalBuilder
{
readonly BrainBuilder _owner;
string _pendingTarget;
internal GlobalBuilder(BrainBuilder owner) { _owner = owner; }
public GlobalBuilder To(string target) { _pendingTarget = target; return this; }
public GlobalBuilder OnEvent(AiSignal evt)
{
if (_pendingTarget == null)
throw new System.InvalidOperationException("Global(): 请先调用 To(target) 再 OnEvent/When。");
_owner.AddGlobal(Transition.OnEvent(_pendingTarget, evt));
return this;
}
public GlobalBuilder When(Func cond, string label = null)
{
if (_pendingTarget == null)
throw new System.InvalidOperationException("Global(): 请先调用 To(target) 再 OnEvent/When。");
_owner.AddGlobal(Transition.OnCondition(_pendingTarget, cond, label ?? "cond"));
return this;
}
}
}
}